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Nephess Ascendit

Lizardfolk Race
Khao ( Jungle) Origin
Forge Cleric 7 Class & Level
Lawful Neutral Alignment
The Seven Deity
Factionless Faction
Exile Rank/Position
Loyalty
Company

Strength 18
+4
Dexterity 11
+0
constitution 17
+3
intelligence 10
+0
wisdom 16
+3
charisma 11
+0
Total Hit Dice 7
Hit Die
1d8+3
+3 proficiency bonus
+4 Strength
+0 Dexterity
+3 Constitution
+0 Intelligence
+6 Wisdom
+3 Charisma
saving throws
+0 Acrobatics
+6 Animal Handling
+0 Arcana
+7 Athletics
+0 Deception
+0 History
+6 Insight
+0 Intimidation
+0 Investigation
+3 Martial
+6 Medicine
+3 Nature
+6 Perception
+0 Performance
+0 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+6 Survival
skills

 

MV

Prestige

Attunement Slots
19
Armor Class
59
Hit Points
+0
Initiative
30ft.
Speed
Chainwhip+1 1d20+8 1d8+4 1d6
Spear+1 1d20+8 1d8+4 1d6
Bite 1d20+7 1d8+4
Attacks
Skills
_______________________
Racial: Perception , Animal Handling
Origin: Nature , Survival
Class: Insight , Medicine
Armor: Light, Medium, Heavy
Church Boon: Strength
Lip Service: Athletics
Factionless :
Lizard folk Stats: +2 Con +1 Wis
Khao: (Jungle) +1 Wis
Radiant Kindness: +2 Str
Proficiences
Spell DC: 14
Spell Attack Modifier: +6
Cantrips:

Guidance
Sacred Flame
Spare the Dying
Mending


 


1st Level Spells:

Searing Smite(Forge)
Identify (Forge)
Healing Word
Cure Wounds
Command
Shield of Faith

 


2nd Level Spells:

Heat Metal (Forge)
Magic Weapon (Forge)
Enhance Ability
Spiritual Weapon
Aid

 


3rd Level Spells:

Spirit Guardians
Spirit Shroud
Dispel Magic
Elemental Weapon (Forge)
Protection from Energy (Forge)

 


4th Level Spells:

Guardian of Faith
Wall of Fire (Forge)
Fabricate (Forge)

 

Spellcasting
Radiant Kindness ( +2 Str , Cold Resistance ) (4500g)
Chain Whip +1 (500) 1d6 Ice Damage. (750)
-You gain a +1 bonus on contested Strength (Athletics) ability checks to maintain the grapple with a chain whip.
Spear+1 (500) 1d6 Ice Damage (750)
Equipment
Factionless
Faction
The Mad Man
Stat Array
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with heavy armor and smith's tools.

Blessing of the Forge
At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon.

Once you use this feature, you can’t use it again until you finish a long rest.

Channel Divinity: Artisan's Blessing
Starting at 2nd level, you can use your Channel Divinity to create simple items.

Soul of the Forge
Starting at 6th level, your mastery of the forge grants you special abilities:

You gain resistance to fire damage.
While wearing heavy armor, you gain a +1 bonus to AC.

Blood Frenzy
Prerequisite: Lizardfolk

Your thirst for blood can not be sated just once, you must feed more, you hunger for the taste of iron in your mouth.
You can now use your Hungry Jaws ability once per turn.
Whenever you critically hit with your Hungry Jaws ability, you gain temporary hit points equal to 2d8 + your Constitution modifier instead of the normal amount. This only occurs while in the form of a Lizardfolk.

Class/Racial Features & Traits

The statblocks of your Weapons, armor and other important/magical equipment

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Lonzo.

Statblock Type

Verum Character Sheet

Link/Embed